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Design

Design
More formally design has been defined as follows. Another definition for design is a roadmap or a strategic approach for someone to achieve a unique expectation. It defines the specifications, plans, parameters, costs, activities, processes and how and what to do within legal, political, social, environmental, safety and economic constraints in achieving that objective.[3] Here, a "specification" can be manifested as either a plan or a finished product, and "primitives" are the elements from which the design object is composed. With such a broad denotation, there is no universal language or unifying institution for designers of all disciplines. The person designing is called a designer, which is also a term used for people who work professionally in one of the various design areas, usually also specifying which area is being dealt with (such as a fashion designer, concept designer or web designer). Design as a process[edit] The Rational Model[edit] Example sequence of stages[edit] [edit]

Engineering The American Engineers' Council for Professional Development (ECPD, the predecessor of ABET)[1] has defined "engineering" as: The creative application of scientific principles to design or develop structures, machines, apparatus, or manufacturing processes, or works utilizing them singly or in combination; or to construct or operate the same with full cognizance of their design; or to forecast their behavior under specific operating conditions; all as respects an intended function, economics of operation or safety to life and property.[2][3] One who practices engineering is called an engineer, and those licensed to do so may have more formal designations such as Professional Engineer, Designated Engineering Representative, Chartered Engineer, Incorporated Engineer, Ingenieur or European Engineer. History[edit] Engineering has existed since ancient times as humans devised fundamental inventions such as the pulley, lever, and wheel. Ancient era[edit] Renaissance era[edit] Modern era[edit]

Rationalism In epistemology, rationalism is the view that "regards reason as the chief source and test of knowledge"[1] or "any view appealing to reason as a source of knowledge or justification".[2] More formally, rationalism is defined as a methodology or a theory "in which the criterion of the truth is not sensory but intellectual and deductive".[3] Rationalists believe reality has an intrinsically logical structure. Because of this, rationalists argue that certain truths exist and that the intellect can directly grasp these truths. That is to say, rationalists assert that certain rational principles exist in logic, mathematics, ethics, and metaphysics that are so fundamentally true that denying them causes one to fall into contradiction. Philosophical usage[edit] Rationalism is often contrasted with empiricism. Theory of justification[edit] The theory of justification is the part of epistemology that attempts to understand the justification of propositions and beliefs. The other two theses[edit]

Graphic design Graphic design is the methodology of visual communication, and problem-solving through the use of type, space and image. The field is considered a subset of visual communication and communication design, but sometimes the term "graphic design" is used interchangeably with these due to overlapping skills involved. Graphic designers use various methods to create and combine words, symbols, and images to create a visual representation of ideas and messages. History[edit] Page from the Book of Kells: Folio 114v, Decorated text. While Graphic Design as a discipline has a relatively recent history, first coined by William Addison Dwiggins in 1922,[2] graphic design-like activities span the history of humankind: from the caves of Lascaux, to Rome's Trajan's Column to the illuminated manuscripts of the Middle Ages, to the dazzling neons of Ginza. The advent of printing[edit] Emergence of the design industry[edit] Twentieth century design[edit] Applications[edit] Skills[edit] Visual arts design[edit]

Waterfall model The unmodified "waterfall model". Progress flows from the top to the bottom, like a cascading waterfall. The waterfall model is a sequential design process, used in software development processes, in which progress is seen as flowing steadily downwards (like a waterfall) through the phases of Conception, Initiation, Analysis, Design, Construction, Testing, Production/Implementation and Maintenance. The waterfall development model originates in the manufacturing and construction industries: highly structured physical environments in which after-the-fact changes are prohibitively costly, if not impossible. Since no formal software development methodologies existed at the time, this hardware-oriented model was simply adapted for software development.[1] §History[edit] The first known presentation describing use of similar phases in software engineering was held by Herbert D. The first formal description of the waterfall model is often cited as a 1970 article by Winston W. §Model[edit]

Typography In philately "typography", especially in the case of 19th century stamps, refers to letterpress printing. Typography is performed by typesetters, compositors, typographers, graphic designers, art directors, manga artists, comic book artists, graffiti artists, clerical workers, and everyone else who arranges type for a product. Until the Digital Age, typography was a specialized occupation. Digitization opened up typography to new generations of visual designers and lay users, and David Jury, Head of Graphic Design at Colchester Institute in England, states that “typography is now something everybody does.”[6] §History[edit] Printing press, 16th century in Germany The essential criterion of type identity was met by medieval print artifacts such as the Latin Pruefening Abbey inscription of 1119 that was created by the same technique as the Phaistos disc. Modern movable type, along with the mechanical printing press, is most often attributed to the goldsmith Johannes Gutenberg. §Scope[edit]

Software development methodology A software development methodology or system development methodology in software engineering is a framework that is used to structure, plan, and control the process of developing an information system. Common methodologies include waterfall, prototyping, iterative and incremental development, spiral development, rapid application development, and extreme programming. A methodology can also include aspects of the development environment (i.e. IDEs), model-based development, computer aided software development, and the utilization of particular frameworks (i.e. programming libraries or other tools). History[edit] The software development methodology (also known as SDM) framework didn't emerge until the 1960s. As a framework[edit] The three basic approaches applied to software development methodology frameworks. A wide variety of such frameworks have evolved over the years, each with its own recognized strengths and weaknesses. As an approach[edit] 1970s 1980s 1990s Approaches[edit]

Industrial design An iPod, an industrially designed product. KitchenAid 5 qt. Stand Mixer, designed in 1937 by Egmont Arens, remains very successful today Western Electric Model 302 telephone, found throughout the United States from 1937 until the introduction of touch-tone dialing.[1] Calculator Olivetti Divisumma 24 designed in 1956 by Marcello Nizzoli All industrial products are the result of a design process, but the nature of this process can take many forms: it can be conducted by an individual or a large team; it can emphasise intuitive creativity or calculated scientific decision-making; and it can be influenced by factors as varied as materials, production processes, business strategy and prevailing social, commercial or aesthetic attitudes. History[edit] Precursors[edit] The division of labour that underlies the practice of industrial design did have precedents in the pre-industrial era. Birth of industrial design[edit] Education[edit] University and Institutions[edit] Design process[edit] Notes[edit]

Product family engineering Product family engineering (PFE), also known as product line engineering, is a synonym for "domain engineering" created by the Software Engineering Institute, a term coined by James Neighbors in his 1980 dissertation at University of California, Irvine. Software product lines are quite common in our daily lives, but before a product family can be successfully established, an extensive process has to be followed. This process is known as product family engineering. Product family engineering can be defined as a method that creates an underlying architecture of an organization's product platform. It provides an architecture that is based on commonality as well as planned variabilities. Product family engineering is a relatively new approach to the creation of new products. Several studies have proven that using a product family engineering approach for product development can have several benefits (Carnegie Mellon (SEI), 2003). Overall process[edit] Phase 1: product management[edit]

Aesthetics "Aesthetician" redirects here. For a cosmetologist who specializes in the study of skin care, see Esthetician. More specific aesthetic theory, often with practical implications, relating to a particular branch of the arts is divided into areas of aesthetics such as art theory, literary theory, film theory and music theory. An example from art theory is aesthetic theory as a set of principles underlying the work of a particular artist or artistic movement: such as the Cubist aesthetic.[6] Etymology[edit] The word aesthetic is derived from the Greek αἰσθητικός (aisthetikos, meaning "esthetic, sensitive, sentient"), which in turn was derived from αἰσθάνομαι (aisthanomai, meaning "I perceive, feel, sense").[7] The term "aesthetics" was appropriated and coined with new meaning in the German form Æsthetik (modern spelling Ästhetik) by Alexander Baumgarten in 1735. Aesthetics and the philosophy of art[edit] Aesthetics is for the artist as Ornithology is for the birds.— Barnett Newman[8][9]

SOLID (object-oriented design) In computer programming, SOLID (Single responsibility, Open-closed, Liskov substitution, Interface segregation and Dependency inversion) is a mnemonic acronym introduced by Michael Feathers for the "first five principles" named by Robert C. Martin[1][2] in the early 2000s[3] that stands for five basic principles of object-oriented programming and design. The principles when applied together intend to make it more likely that a programmer will create a system that is easy to maintain and extend over time.[3] The principles of SOLID are guidelines that can be applied while working on software to remove code smells by causing the programmer to refactor the software's source code until it is both legible and extensible. It is part of an overall strategy of agile and adaptive programming.[3]

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